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Cyberpunk City

“Rain woke him, a slow drizzle, his feet tangled in coils of discarded fiberoptics. The arcade's sea of sound washed over him, receded, returned. Rolling over, he sat up and held his head.”
― William Gibson, Neuromancer
With this project I wanted to push the quality of my stylized hard surface art , based on a personal concept I had a lot of fun designing and then creating all the elements of the scene, using decals to add fine detail and graffiti and blueprints to quickly adjust buildings shape and size.

I wanted to capture the feel of a neon lit near future city with some scifi details.

I wanted to capture the feel of a neon lit near future city with some scifi details.

None of the geometry is baked, and it all uses face weighted normals to allow for a "higher resolution" look and feel.

None of the geometry is baked, and it all uses face weighted normals to allow for a "higher resolution" look and feel.

Smalle detail was added using normal decals to give a high res feel while keeping a low polycount.

Smalle detail was added using normal decals to give a high res feel while keeping a low polycount.

Decal placement in blender using decal machine

Decal placement in blender using decal machine

Trim decal sheet modeled in blender, baked in substance painter.

Trim decal sheet modeled in blender, baked in substance painter.

Concept art created using procreate

Concept art created using procreate

Bench and rail concept sketches.

Bench and rail concept sketches.

Arcade machines concept sketches.

Arcade machines concept sketches.

Procedural building blueprint allowed to choose from different modular windows and walls and quickly adjust the height/width/depth to make different sized buildings.

Procedural building blueprint allowed to choose from different modular windows and walls and quickly adjust the height/width/depth to make different sized buildings.

Progress gif animation.

Progress gif animation.

Scene wireframe

Scene wireframe

Base material textures in substance designer. Floor, windows, concrete and metal, this where used and sometimes mixed with each other in the shader using lerps and multiply to get the final textures in the scene.

Base material textures in substance designer. Floor, windows, concrete and metal, this where used and sometimes mixed with each other in the shader using lerps and multiply to get the final textures in the scene.

Arcade screen and graffiti atlas textures.

Arcade screen and graffiti atlas textures.

Mood board/References

Mood board/References